Tenchu Shadow Assassins Walkthrough :

This walkthrough for Tenchu Shadow Assassins [WII] has been posted at 28 Jul 2010 by jayjay and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up jayjay and share this with your freinds. And most important we have 2 other walkthroughs for Tenchu Shadow Assassins, read them all!

Walkthrough - Walkthrough

Page 1

Tenchu Walkthrough
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Version 1.52 Added some tips sent in for Shadow Mode Level 3 Section 2 and
Level 5 Section 6.
Version 1.51 Added a couple more sites that can host the faq and corrected the
times and enemies for Normal Mode - Level 8 - Path 2.
Version 1.5 Finished item descriptions and progress time charts. Added some
S-rank tips and a little more about each boss fight.
Version 1.4 Updated introduction, item descriptions, shadow mode walkthrough
and mask piece list. Started to add progress times and total enemy chart at
the beginning of each level.
Version 1.31 Added www.cheatcc.com as an accepted website to host the faq.
Version 1.3 Added item descriptions, a section on ninja ranking and sword
fighting, more to the last section of level 3, an alternate path for level 8,
and a partial shadow mode walkthrough with mask piece locations.
Version 1.0 Basic information and walkthrough for normal mode.
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Table of Contents
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To jump to a section, just hit CTRL-F and type where you want to go.
1. Introduction...................................[T1]
A. Basic Moves.................................[T1A]
B. Items.......................................[T1B]
C. Modes.......................................[T1C]
D. Difficulty Levels...........................[T1D]
E. Ninja Ranking...............................[T1E]
F. Sword Fighting..............................[T1F]
2. Walkthrough (Normal Mode)......................[T2]
A. Level 01: Kill the Evil Merchant............[T2A]
B. Level 02: Punish the Bandit Ringleader......[T2B]
C. Level 03: Take Daimyo Tado's Life...........[T2C]
D. Level 04: Hurry to Goda Castle Keep.........[T2D]
E. Level 05: Cross the Border, Capture Ayame...[T2E]
F. Level 06: Find the Princes..................[T2F]
G. Level 07: Kill the Merchant in the Village..[T2G]
H. Level 08: Rescue Princess Kiku..............[T2H]
I. Level 09: Guide Princess Kiku to Safety.....[T2I]
J. Level 10: Punish Sekiya Naotada.............[T2J]
3. Walkthrough (Shadow Mode)......................[T3]
A. Level 01: Kill the Evil Merchant............[T3A]
B. Level 02: Punish the Bandit Ringleader......[T3B]
C. Level 03: Take Daimyo Tado's Life...........[T3C]
D. Level 04: Hurry to Goda Castle Keep.........[T3D]
E. Level 05: Cross the Border, Capture Ayame...[T3E]
F. Level 06: Find the Princes..................[T3F]
G. Level 07: Kill the Merchant in the Village..[T3G]
H. Level 08: Rescue Princess Kiku..............[T3H]
I. Level 09: Guide Princess Kiku to Safety.....[T3I]
J. Level 10: Punish Sekiya Naotada.............[T3J]
4. Addendum.......................................[T4]
A. Extended Ending.............................[T4A]
B. Map Pieces..................................[T4B]
C. Mask Pieces.................................[T4C]
D. Thanks Section..............................[T4D]
E. Contact Information.........................[T4E]
F. Copyright Information.......................[T4F]
[T1] Introduction
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At the menu screen, you have three options: Options, Story, and Assignments.
With Options, you have display settings (toggle blood and the melee guide on
and off), sound settings, controller settings (change sensitivity), system
settings (choose difficulty and toggle auto-save and tutorials on and off),
and bonus (gallery, music library, sound library, and memories).
Gallery is a collection of concept art, unlocked by beating 10 Assignment
missions (63).
Music Library and Sound Library are collections of the music and sounds in the
game, unlocked by beating 20 Assingment missions (25 and 297 respectively).
Memories are a collection of cutscenes and other movie files (45).
Sometimes, during the story mode, a slain enemy will drop a thin scroll or
cd (gather these to get more sketches, music, and sounds).
Story represents story mode, where you will play through 10 Missions.
Assignments are a collection of short missions. There are a total of 50
assignments. Unlock assignments by beating missions (the higher your rank,
the more you unlock).
During the game, the lower left-hand corner of the screen will contain:
Compass : Points the way to the next area or target.
Yellow Moon : Normal status but you are not hidden.
Black Moon : You are hidden.
Purple Moon : Enemies are aware and searching for you.
Red Moon : You have been discovered.
Stars : The size and location of stars indicate enemy position.
Flashing Moon: Indicates that you are very close to an enemy.
Red Waves : Indicates that you have made a loud noise.
[T1A] Basic Moves
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The basic moves of a ninja. Master these to become a true Grandmaster.
Move: Control Stick on nunchuk.
Jump: C button. Run using the B button to jump farther.
Mind's Eye: Z button.
Turn Around: Shake the nunchuk.
Select Item: Left or Right on the control pad.
Ready the Item: Down on the control pad.
Drop/Exchange Item: Up on the control pad.
Action: A button.
Run: Hold B button when moving forward.
Strafe: Hold B button when moving to the sides.
Cancel: Press B button in menus or when your item is readied.
Hayate: Flick wii-mote up and down to quickly dash. If a shadow or hiding place
is near, you will dash there.
Motion Kill: Swing wii-mote or nunchuk to perform different hissatsus.
Swing Sword: Flick wii-mote up and down when the ninjato sword is equipped.
Swing the wii-mote in a given direction during a swordfight.
Block Sword: Angle the wii-mote to block the enemies sword strike duringa
swordfight.
Hide: Approach smoky, shadowy areas to hide. If you turn black, you are hidden.
Mind's Eye: Highlights enemies and objects that you can interact with.
Intensifies the look of shadows to show where you can hide,where
the enemies are looking, and shows footsteps of where you can go
(sometimes).
Extinguish Flames: Put out candles by pressing A when you are next to them.
For more intense flames, use a Bamboo Tube.
Wall Hug: Press your body against a wall and move stealthily.
Corner Look: While pressed against a wall, move toward a corner to peak out.
Wall Push: When wall-hug corner-looking, press A to jump out.
Corner Climb: At certain corners, when prompted, you can climb the corner and
wait for your unsuspecting foes.
Hissatsu: Instant Kills. Enemies aware of your presence are not susceptible to
hissatsu. The screen will flash blue to indicate you can hissatsu an enemy.
Multiple Hissatsu: If you approach multiple enemies without being noticed, you
can take all of them out by following the on-screen prompts. The screen will
flash yellow to indicate you can hissatsu two enemies; the screen will flash
red to indicate you can hissatsu three enemies.
Ancient Hissatsu: After you have completed 30 assignments, you can perform an
ancient hissatsu. While you are behind an enemy, initiate a hissatsu and
waggle your wii-mote up and down to perform the extra hissatsu.
Move Object: Press A on top of an object to pick it up, B to drop it, or swing
the wii-mote to throw it (boxes only).
Hayate: Move quickly and silently. If a shadow or hiding place is near, you
will dash to cover.
Oni Hayate: If you hayate between multiple bushes/shadows in a row, you may
get the chance to hissatsu a nearby enemy who is normally too far away to
reach.
Ledge Hang: Hang on ledges of walls or roofs by pressing A when prompted.
Move Boxes: Push around large boxes by pressing the control stick against the
object. Rikimaru can move large boxes holding wooden sticks, Ayame cannot.
Utsusemi/Cicada Technique: If you are discovered and do not have a sword, you
will perform this technique and begin again at the beginning of the section.
If you are defeated in a sword fight, you will also use this technique.
[T1B] Items
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These are the tools of the trade.
Shuriken: A throwing weapon which can be hurled at enemies to wound them.
Though severely lacking in power, a well-placed shuriken can cause a target to
lose his footing and - should he be standing by a cliff, well, lake, or fire -
fall to his demise. Shuriken can also be used to snuff out candles, and their
versatility makes them the weapon of choice for many a ninja.
Ninjato Sword: A close-quarters weapon used to defend oneself in the event of
discovery. Ninja less confident in their ability to stay hidden would do well
to take a sword along. Blocking enemy attacks at right angles reduces nicks to
the blade. A ninjato can be thrust into softer walls and used as a step, or
used to break the locks off doors. Ninjato are more portable than other
Japanese swords, and when weilded properly, they make less noise. Because the
use of unfamiliar weapons invites failure, ninja of the Azuma-Shinobi-ryu will
not carry anything but ninjato, even if they manage to steal an enemies blade.
Rock: A commonplace rock with a good heft to it. As any would-be ninja knows,
a rock can serve as well as a shuriken in covert situations like these, which
require weapons to be procured on site.
Kunai: A throwing knife that resembles a small trowel. While shuriken serve
much the same purpose, Ayame prefers these.
Bamboo Tube: A container that can be used to scoop water and then put out
torches and other larger flames. While performing the art of suiton (water
concealment), the tube serves as a breathing apparatus.
Kasugai: Tools of stealth that, when attached to both hands and driven into a
soft well, allow the wielder to climb over. Using them requires a great deal
of muscle. Kasugai can also be used to strip away old tatami mats and hide
underneath.
Smoke Bomb: A throwing item that contains chemicals which mix upon impact,
causing the bomb to release a smokescreen. Everything in a ten-foot radius is
engulfed in shadow. This powerful tool not only robs enemies of their
eyesight, but also their mobility if they are unfortunate enough to inhale the
smoke. One of these can quickly extricate a ninja from the most dangerous
predicament, making them a signature trick of the trade.
Ghostmaker: A small bomb with the powder packed in a special manner. It can be
lobbed or planted...and pity anyone in range when it goes off. Because it can
harm friend as easily as foe, the ghostmaker requires careful handling. Also,
as useful as it may prove, it is guaranteed to alert nearby enemies to one's
presence: consider it a last resort. Ghostmakers also blow apart cracked
walls.
Fishing Rod: A remarkably portable fishing rod. It may be used to snag fallen
items and haul them in, or to yank enemies off balance. Both the rod and line
are made to be light yet resilient, and thus are adaptable to whatever the
situation requires.
Poison: The intellectual's preferred tool of assassination: six deadly poisons
extracted from fish and shellfish, mixed together into liquid death. Pour it
into a jugful of liquor, or drop it into a server or drinker's vessel from
above for more selective targeting. More impulsive ninja may opt to apply the
poison directly, to dissolve locks...or people.
Shinobi Cat: The widespread use of ninken, or ninja dogs, has unfortunately
made the world more wary of man's best friend. The result: this shinobi cat.
it has been thoroughly trained in the art of reconnaissance, and will scout
ahead at it's masters bidding. Revolutionary, yes...but it's still a cat. If
it sees something that rubs it the wrong way, it will not hesitate to
pussyfoot it out of there.
Ninja Veil: A cloth woven with special materials and dyes that blend right
into the darkness. One need only don this veil to vanish from enemy sight. The
downside: to keep it portable, there is only enough cloth to cover one's
front. Then again, any ninja who turns his back on the enemy in the first
place is a dead ninja.
Onibi: A pair of grotesquely-shaped swords whose blades have been imbued with
a deep-seeded grudge. The blades will not break: nick them, and a moment later
the damage is mysteriously undone. More disturbingly, the swords cause their
victims to erupt in fire and die a horrible death. Using this disqualifies you
from earning a high ninja rating.
Izayoi: A renowned sword weilded by generations of the Azuma Ninja. The secret
arts used to temper it have rendered it unbreakable, and its deadly sharpness
is augmented by the uncanny and terrifying ability to ignite anyone unlucky
enough to be caught in its swath. Using this disqualifies you from earning a
high ninja rating.
Burning Shuriken: Shuriken whose insides have been hallowed out and packed
with a volatile oil. The centrifugal force when thrown and the force of impact
cause the oil to diffuse and ignite, turning the target into a walking pillar
of fire...and then a not-walking pillar of fire. The shuriken are still in
trial and should be handled with caution.
Ninja Tabi '08: Special tabi (Japanese socks, if you will) designed
specifically for running. They have a built-in cushion of air for maximum
shock absorption, and also boast tremendous stability when dashing ahead at
maximum speed. This year's line is the best yet, but unfortunately they are
sold out everywhere: now ninja across the land have taken to stealing each
others' tabi in a bizarre social phenomenon that has come to be known as the
'Hoisery War'. Using this disqualifies you from earning a high ninja rating.
Hayate Pill: A forbidden Azuma medicine that elevates the mental state of
anyone who takes it. It works as a sort of stimulant, prompting the user to
attempt (and surprisingly, succeed at!) impossibly ridiculous things they
would never try while in their right mind. The effects wear off it if you
leave the area, but remember: Once you pop, it's hard to stop. Using this
disqualifies you from gaining a high ninja ranking.
Devil's Mask: A stone mask modeled after a devil's visage. Wear it at your
peril: they say the devil within will possess the soul of the wearer...Using
this disqualifies you from earning a high ninja rating.
Colored Rice: Grains of rice dyed red, blue, yellow, purple and black. When
placed in certain patterns or amounts, they serve as a sort of ninja code. On
missions, they allow a ninja to instantly parse information already collected
by their brethren -- a skill every bit as useful as the Azuma ninja's "Mind's
Eye." Special dyes are used instead of naturally colored rice, to insure the
message is not gobbled up by passing wildlife. Using this disqualifies you
from earning a high ninja ranking.
Real Ultimate Power: The alpha and omega of ninja. It contains an infinite
supply of every item. This beastly power was supposed to have been sealed. Who
the hell let it loose?...Well, no matter. Using this disqualifies you from
earning a high ninja ranking.
To obtain certain items:
Ninja Tabi '08 - Beat the game once.
Izayoi - Find all 12 of Rikimaru's map pieces in normal mode.
Onibi - Find all 8 of Ayame's map pieces in normal mode.
Burning Shuriken - Found only in shadow mode.
Hayate Pill - Found only in shadow mode.
Devil's Mask - Get all Mask Pieces in shadow mode.
Colored Rice - Beat all 50 assignments.
Real Ultimate Power - Unsure. Beat Normal Mode, Shadow Mode, and all 50
Assignments?? (I received this at the same time I
earned the Colored Rice - I had S ranks on all missions
but not an S rank on level 50).
[T1C] Modes
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There are two modes: normal mode and shadow mode. At the level select scene,
flick your wii-mote up and down to change to shadow mode. You can only play a
level in shadow mode if you have beaten that level in normal mode. Shadow mode
has more enemies, more difficult enemies, and a different layout than normal
mode. Also, in shadow mode, if you do not have a ninjato sword or smoke bombs,
you will only perform Utsusemi once. The second time you are spotted you die.
[T1D] Difficulty Levels
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You can change difficulty levels in the options menu. Difficulty does not
change the layout, the number or the difficulty of enemies. It only changes
the difficulty of the swordfights. It is therefore no shame to start on a
lower difficulty as there are several sword fights throughout the game and
many find them one of the weakest aspects of the game (as well as tough to
pull off).
[T1E] Ninja Ranking
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You are ranked on three aspects of the game: time, sneaking, and killing.
Time: How long you take to finish the level. The quicker you finish, the
higher your rank.
Sneaking: How many times you were discovered. The less you are discovered, the
higher your rank.
Killing: How many enemies you killed. The more you kill, the better your rank;
however, you can also get a high rank for not killing anyone (mostly for a few
assingments).
There are 6 ranks: S, A, B, C, D, and E with S-Rank being the best.
S: Grandmaster
A: Master
B: Expert Ninja
C: Ninja
D: ?? (Novice??)
E: ?? (Thug??)
In order to S-Rank the overall Mission, you must get at least 2 S ranks in
time, sneaking, or killing and at worst an A rank in the 3rd category.
The difficulty in S-Ranking Missions will generally be time. If you are ever
discovered, it is advisable to Restart Section (this will not restart the time
so you can only do it so many times before your time balloons). The reason to
do this is because one discovery will automatically knock you down to an A
rank in sneaking. You can miss 2-3 enemies and still get an S-rank in killing.
You generally have 2-3 minutes past the S-rank time for the A-rank time.
[T1F] Sword Fighting
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There are three phases of sword fighting:
1. Initial Phase: At the very start you will be given a prompt to swing your
wii-mote. If you do it correctly, you will initiate the Attack Phase. If you
do it incorrectly, you will initiate the Defense Phase. There is no initial
phase for boss fights.
2. Defense Phase: Hold your wii-mote vertically. You defend the enemy sword
strike by matching the position of your wii-mote with the one on the screen.
There are 4 positions: Vertical, Diagonal-Right, Diagonal-Left, and
Horizontal. When the enemy strikes, you will receive a blue flash if you have
blocked it correctly, a yellow flash if you were slightly off, and a red flash
if you were far off. After correctly blocking a number of strikes, you will
go into the Attack Phase. Also, if you hit A when the enemy strikes, you will
have a chance to counter-attack with a shortened Attack Phase.
3. Attack Phase: Swing your wii-mote to attack the enemy. Follow the prompts,
the blue arrows, and build a combo to dispatch the enemy faster. When the
enemy is low on health, you will be prompted at the bottom of the screen to
press A to initiate an hissatsu. You can peform a hissatsu in boss fights but
it is rare (I have only seen the prompt for Sekiya and Onikage but have not
initiated it because my next strike killed them).
[T2] Walkthrough (Normal Mode)
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At the level select screen, you can bring in items to start the level. In the
beginning, you do not have any items to bring in, but it is necessary to
bring in items in order to explore some different paths. You gain items in
your inventory by having them at the end of the level.
There are multiple ways to traverse a level as well as multiple ways to
dispatch an enemy so I will generally just be covering one of those ways. The
walkthrough will assume you do not bring in any items into the level, but it
will point out the items you need to bring in to explore the other paths.
There are several types of enemy: Bandits, swordsmen, Shida ninja, and armored
samurai. Bandits may drop rocks. Swordsmen may drop ninjato swords. Shida
ninja may drop kunai, shurikens, and smoke bombs. Armored samurai may drop
smoke bombs (for normal mode). Enemies may stand still, stand still and turn
in place, or walk around. The only other enemies are presented in several
mandatory sword fights. If you are on the edge of a shadow, swordsmen and
ninja may spot you but you will have a split-second to kill them firts. If you
are just in a shadow, samurai will be able to spot you but you have a split-
second to kill them first. In these instances, just keep pressing A when they
are near. This also applies to when you are dropping down on an enemy. It is
best to just tap A. Armored samurai have a weakness when they are turning (a
time when they cannot spot you). There are also riflemen.
There is one type of innocent: Servant women. They do not count towards the
enemies you need to kill; however, they also do not count against you. I am a
ninja who has lost his way - I will instruct you to dispatch them with extreme
prejudice.
If you do not like the sword fights, do not pick up the ninjato sword (unless
you know you will use it to break a lock). Even if you do not have a ninjato
sword, you will be given a sword for the boss fights.
The exit to each section has two blue flames beside them.
There is a wii-mote motion kill that involves thrusting your wii-mote forward
like a stab. Many have found it reliable to just flick your wii-mote down.
Red Pinwheels indicate walls where ninjato swords can be thrust into to be
used as a step. I have never found it useful so I will not mention them in
the walkthrough (if you find them useful, please contact me as to the mission
and section and how you used it).
For regular guards, when they are alerted and searching for you and you are
in the bushes: If they stab at you with their sword, press A and B to dispatch
them.
When enemies are alerted, you cannot hissatsu them. However, you can still
kill them with a ninjato sword, but you must be out of their sight and you
have to use the sword (for armored samurai, it is best to go up to them when
they are ducking down).
[T2A] Level 01: Kill the Evil Merchant
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Use the first sections to familiarize yourself with the game. Walk in the
shadows, hayate from bush to bush, blow out candles, etc.
There is a second path you can take if you bring Kasugai. Other items that
you can bring in are the ninjato sword or poison.
Section Progress Time Total Enemies Progress Time(2) Total Enemies(2)
------- ------------- ------------- ---------------- ----------------
1 1:50 4 1:50 4
1-2 3:40 9
1-3 5:30 13
2 3:40 8 7:20 17
3 5:30 13 9:10 22
4 7:20 18 11:00 27
5 9:10 23 11:00 32
6 11:00 27 11:00 36
Section 1
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There is a standing guard ahead of you with his back turned toward you. Walk
up behind him and perform a hissatsu. If this is not your first time playing,
you can climb the wall ahead if you bring Kasugai [Path 1-2]. Turn right and
go through the door. There is a stading guard ahead of you with his back
turned. You can just walk behind him to dispatch him [Side Note]. Move forward
to the wall so that you are in the shadows and walk along the shadows until
you are prompted to perform a hissatsu on the standing guard. Exit through the
gates. There is a here that you can pick up and put near the left side
of the wall adjoining the exit to get on top of it, but it serves no practical
use other than training (you can automatically climb on the small box just by
walking on to it or you can jump on it; while on the box near the wall, you
will be prompted to press A to hang on the ledge of the wall. Press up on your
control stick to climb on top).
Side Note: If this is not your first time, you can bring a ninjato sword or
poison, you can break the lock on the door of the building to your right.
Walk in the shadows on your right and climb into the rafters to perform a
hanging hissatsu on the patrolling guard. Pick up a to unlock
the door and come out behind the standing guard with his back turned. Kill
him and exit through the doors.
[S-Rank Tip] Immediately run to dispatch the 1st and 2nd guard. Then run to
the wall and along it until the 3rd guard starts to notice you; let B go and
continue walking to dispatch him and run to the exit.
Section 2
---------
Walk forward to your left and conceal yourself in the bush. Blow out the
candle-post to create shadows on the wall to your left. Use those shadows to
walk along the wall to the next set of bushes. Pick up one of the and
move it to the wall adjoining the gate [Note: you can either walk it over and
drop it or throw it. If you throw it, make sure to throw it away from the
guards]. Walk on top of the and climb on top of the wall. Drop down on
the other side and walk in the shadows on the right side [Note: There is a cat
here who will make noise and alert the guards if you bug it]. Walk through the
open gate to perform a double-hissatsu on the two standing guards with their
backs turned [Note: perform a multiple-hissatsu by going in-between the guards
and make sure the screen flashes yellow].
Go back through the gate and pick up the to your right. You can
fill it up by turning to the beside it and press A when prompted.
Use the to douse the . Walk along the shadows and
through the bushes until prompted to perform a hissatsu on the standing guard.
Go through the open door on your left and jump on top of the shelves. Climb
onto the rafters (you may have to move a little until prompted). Walk along
the rafters or rafter-jump (position yourself to face a non-parallel rafter
and flick your wii-mote to leap from one rafter to another) until you are
above the standing guard. When prompted, perform a hanging hissatsu, drop down
from the rafters and exit through the door.
[S-Rank Tip] Once you are over the wall, start running to the gate to double-
hissatsu the two guards. After you extinguish the flaming torch, run along
the wall until the guard starts to notice you; let B go and continue walking
along the wall and bushes to dispatch him. Climb onto the rafters and rafter
jump (much faster than walking along the rafters) until you can hanging
hissatsu the last guard. Drop down and exit.
Section 3
---------
Walk to the 2nd bush ahead of you and turn right towards the standing guard
with back turned between you and the next bush. You can walk behind him to
hissatsu him or you can perform a hayate to the next bush which will also
kill him. Move to the next bush and enter the water beside the candle-post.
When you have a you will be silent in the water and remain
unseen. Without it, guards will be alerted to the noise and can see you. Turn
right and swim along the water's edge until prompted to perform an underwater
hissatsu on the standing guard by the bridge. Turn left and swim to the
opposite edge to underwater hissatsu the other standing guard. Move forward
onto the stone ledge to exit the water. Turn right and walk behind the
standing guard on the bridge to dispatch him. Turn around and walk along the
path to the left of the exit to come up from behind the last standing guard.
You can pick up . Kill the guard and exit the section.
[S-Rank Tip] Run to dispatch the guard and into the water. Underwater hissatsu
the guard to your right and across the pond. Then run to dispatch the one on
the bridge and back along the path. Run to the exit.
Section 4
---------
Walk forward and pick up . Use the shurikens or rocks to perform
a shooting hissatsu on the standing guard by the well [Note: when you can
perform a shooting hissatsu, the screen will flash blue]. Go forward and
exchange your rocks for a . Turn left and use the ninjato sword
to break the lock. Walk forward and pick up the . Turn left and
walk to the corner. Use a shuriken to extinguish the candle ahead of you on
your left. Walk in the shadows until there is an open door on your right.
Enter it and walk through the door on your right, then through the next open
door to perform a triple-hissatsu on 3 guards stationed there. Go towards the
exit and turn left. Walk along the wall to get close enough to hissatsu the
standing guard. Exit the section.
[S-Rank Tip] Dispatch the guard with a throwing weapon and run to the sword
to break the lock. Run to the corner and extinguish the candle with your
shuriken. Walk into the room on your right and into the next room to come out
and triple-hissatsu 3 guards. Then run to the wall near the exit and along it
to dispatch the final guard. Run back to the exit.
Section 5
---------
Turn right and climb onto the upper-shelf. Move along the shelf to perform a
hanging hissatsu on the standing guard. Drop from the shelf, exit through the
door, and pick up the on your right. Walk through the bushes
and dispatch the standing guard. Turn left and go through the open door on the
right side of the building to walk up behind a standing guard with his back
turned to dispatch him. Exit through the door you walked in and go through the
open door on the opposite building (you will see the exit flames in the
distance). Walk through the first door on your right and through the next door
to perform a hissatsu on a standing guard with his back turned. Walk through
the next open door, turn left, and walk behind the standing guard to kill him.
Exit the section.
[S-Rank Tip] After you have dispatched the first guard, run to dispatch the
next two guards and break the lock on the door. Walk through the door and into
the 1st room, over the table and then run to dispatch the next two guards and
exit.
Section 6
---------
Walk forward, turn right, and walk through the bushes. Perform a hissatsu on
the sleeping guard and walk through the open door. Walk to your right and
through the kitchen watching out for a serving woman who will be getting the
merchant a drink. Pick up the and climb onto the rafters. There
is a guard on the opposite end (outside the inner-room) as well as the evil
merchant in the center of the room. Dispatch the serving woman when she comes
to get another drink (not in sight of the guard, of course), then dispatch
the standing guard (both with hanging hissatsus). From this guard you can go
out a door to the outside, follow along the path to get *Map Piece #2*. Climb
back in the rafters or walk behind the evil merchant take him out.
[S-Rank Tip] Run to dispatch the sleeping guard and towards the door. Skip the
cut-scene and run through the door and around to dispatch the servant woman.
Climb onto the rafters and rafter jump to dispatch the guard and merchant.
[Path 1-2]
If you brought a kasugai at the start of the level and climbed the wall, you
will be in a new section.
Section 1-2
-----------
Walk along the bushes to your left and wait for the patrolling armored samurai
to come to you. Stay still and hissatsu him, then use the to climb the
wall. Another armored samurai is patrolling below. Drop down on top of him to
hissatsu him. Turn right and follow the path to the open door. Wait until an
armored samurai passes by the door, enter and jump on the shelf to your right
to climb onto the rafters. Rafter-jump to follow the samurai who passed the
door. catch up to him before he enters the room, perform a hanging hissatsu on
him. Go forward to hanging hissatsu a standing samurai. Beyond him is
*Map Piece #1*. Drop down and wall-hug corner-look the open door on the inside.
Wait until a patrolling samurai in the room nears you and hissatsu him when
prompted. Get the from the corner and exit through the door.
Section 1-3
-----------
Walk straight and then left until you can perform a corner climb. Wait for
the patrolling samurai to pass by and hissatsu him when prompted. Go back to
your starting position and go to your left (where the patrolling samurai was
coming from), hiding in the shadows in the corner. Wait for a patrolling
samurai to emerge from a door ahead of you and enter that room. Hide in the
cabinet doors to your left and hissatsu the patrolling samurai, when prompted,
as he walks by your position. Exit the room and go left. Wall-hug corner-look
the edge to watch out for a patrolling samurai. wait until he enters a doorway
to your right. Walk forward and climb into the corner on the opposite end.
Hissatsu the patrolling samurai and go to the open door on your right (the
one the patrolling samurai enters, not the one he emerges from). There is a
hidden ninja in the corner of the room looking at the open door near the exit.
Come up from behind him to dispatch him and exit through the door.
Section 1-4
-----------
You are now in Section 2 or the regular route, right by where the cat is
located. You can follow the regular route walkthrough from that point.
[T2B] Level 02: Punish the Bandit Ringleader
*******************************************************************************
There is a second path you can take if you bring a ghostmaker (also bring 2
shurikens if you take this path).
Section Progress Time Total Enemies Progress Time(2) Total Enemies(2)
------- ------------- ------------- ---------------- ----------------
1 2:40 6 2:40 6
2 5:20 9
3 8:00 16
4 10:40 20 5:20 10
5 13:20 24 8:00 14
6 16:00 31 16:00 21
[S-Rank Tip] If you have trouble with time, take the second path.
Section 1
---------
A patrolling guard is pacing back and forth on the bridge. You can stay hidden
in the bushes until he turns his back to walk up behind him and dispatch him.
Jump down in the dry ravine below the bridge to get a . Climb up
the other side so that a bamboo fence is between you and a patrolling guard.
You can wall-hug corner-look the fence to hissatsu that guard. Inside an open
door to your left is a . Go along the path and wall-hug corner-
look the wall on the right side to perform a hissatsu on another patrolling
guard. Exit through the gate unless you brought a ghostmaker with you.
There is a breakable wall between the open-door hut and a wooden tower. Use
the ghostmaker and wait in the shadows until the guards calm down. Walk along
the shadows to your left. Outside the open door, shoot the ninja hanging in
the corner of the hut with a shuriken. Hayate into the hut to pick up *Map
Piece #3* and . Hayate out of the hut back into the shadows
and position yourself so that you are standing in the shadows opposite the
standing guard. Wait for the patrolling guard to turn and head away from the
standing guard, then throw a shuriken at the standing guard. Immediately run
up behind the patrolling guard to hissatsu him. There is near
the hut on the other side of a fence. Exit the section and you will emerge
at the start of Section 4 of the normal route.
[S-Rank Tip] Run to dispatch the guard ahead of you and keep running around
the bamboo fence to dispatch the 2nd guard. Run to wall-hug corner-look the
edge to dispatch the 3rd guard and run to the exit.
Section 2
---------
Use your bamboo tube to extinguish the flaming torch ahead of you, then turn
right and go toward the well where you can pick up another . Turn
left: there is a patrolling guard pacing in between 2 buildings. When it is
safe, walk and hide in the bushes on your right. Wait until he turns away from
you to walk behind him and dispatch him. Pick up . Walk between
the 2 buildings the guard was patrolling and extinguish the flaming torch. Go
back the way you came to the position you started at. Move forward in the
shadows on your left until you see the rifleman on top of the watchtower. Use
a shuriken to dispatch him. Walk to the watchtower and turn right. There is a
tunnel going underneath the building. Enter it to the other side and wait for
the patrolling guard to pass you. Exit the tunnel and dispatch him from
behind [Alternate Route]. Go back to the watchtower and exit.
Alternate Route: There is a large box with planks in it that is highlighted
when you use your ninja vision. You can push this box to reveal another
tunnel. You will emerge at a different place in Section 3 [Emerge 2-1].
[S-Rank Tip] Run to your right to get the and run into the 1st
bush. When the patrolling guard turns his back run to dispatch him and keep
running ahead to dispatch the patrolling guard in the corner. Run back to get
the shurikens and extinguish the flaming torch. Run around to the beginning
and walk in the shadows until you can dispatch the rifleman in the watchtower.
Run to the exit.
Section 3
---------
Go forward along the path and wall-hug corner-look the edge to see a
patrolling guard along the next path. When he turns, go behind him to dispatch
him. Move along the shadows and enter the gate on your right (ignoring the
standing guard surrounded by flaming torches ahead of you). Enter the open
door. Move forward but stay to the right of the open door ahead of you to
avoid being spotted by a patrolling guard in the next room. A room on your
right side contains a water jug. Wall-hug corner-look the edge, and when the
patrolling guard turns away from you, go behind him to dispatch him. You are
now in a room with a kettle in the center.
[Aside]: To your right is a stack of wooden blocks. Jump on top of them and
climb onto the rafters. Face left where the water jug room is and rafter jump
to the wall facing you. Turn right and rafter jump to the wall facing you.
Drop down to collect *Map Piece #4*. Climb back up onto the rafters and go
back to the kettle room.
Exit the door of the kettle room and dispatch the standing guard facing away
from you. Pick up . Turn around and hide in the 3 bushes in the
corner. This is where you start from [Emerge 2-1]. There is a patrolling
guard. When he turns you can run behind him to dispatch him or you can go
under the wooden walkway and shimmy forward to hissatsu him when he is close.
Ahead of you is another well with a . Turn left at the corner to
face the same situation (except be careful, there is a patrolling guard who
can emerge from a gate ahead of you so do not dispatch the patrolling guard
too close to the gate). Wait until you see the patrolling guard emerge from
the gate, turn, and walk away. If you are close, you can go behind him and
dispatch him or you can wall-hug corner-look the door of the gate to hissatsu
him. Go through the gate. On your left is a standing guard with his back
turned (dispatch him - he is the guard you ignored earlier). On your right is
the exit.
[S-Rank Tip] Immediately run around the corner to dispatch the guard. Run
through the gate and into the house to wall-hug corner-look and dispatch the
patrolling guard when he turns. Run out of the house to dispatch the guard
facing away. Run past the bushes and you should catch the guard with his back
turned. Keep running to the next corridor and do the same to his buddy. You
should see a guard ahead turn and start walking back to an open gate: run to
dispatch him from behind. Go through the gate and turn left to dispatch the
final guard and run to the exit.
Section 4
---------
Pick up the ahead of you. Turn left and use the fishing rod to
retrieve the in the garden. Unlock the gate with the key. Turn
left and hide in the second bush to wait for a patrolling guard to come by
to dispatch. There is a standing guard with his back turned watching the
garden where the key was. Go behind him for an easy kill. Go to the edge of
the water. There is a patrolling guard along a small bridge on the opposite
shore. Use your to hissatsu him when he is at the water's edge.
Enter the water. If you swim to the left side, you can find a corner that has
a . On the opposite side of the shore from here is
. Swim to the opposite shore (the bridge where you dispatched
the patrolling guard) and emerge from the water. Walk around the standing
guard and dispatch him from behind. Exit through the gate.
[S-Rank Tip] Pick up the fishing rod and run along the fence and to the right
to dispatch a patrolling guard while his back is turned. Turn around and run
to dispatch the standing guard, jump over the fence and get the key. Run to
the water's edge to use the fishing rod to dispatch the guard on the opposite
side. Running jump as far as you can and emerge on the other side to run
around and dispatch the final guard.
Section 5
---------
You are facing a locked door. Turn right and walk along the wall (opposite the
shadows) until you near the edge. Wall-hug corner-look to perform a hissatsu
on a patrolling guard. Walk towards the standing guard with his back turned.
Pick up the and dispatch the guard. Move forward and wall-hug
corner-look the edge where the standing guard was facing and hissatsu another
patrolling guard. You can unlock the exit door with the gold key. Keep moving
to the end of the path and there will be a to your left. Go back
to where you found the gold key and jump on the large boxes to climb onto the
rafters. Go through the hole in the wall and drop down. There is a . Go through the open
door and turn right to exit through a hole in the
floor. Continue to where you started the section and unlock the door with the
silver key. Do not walk onto the sand. Instead, use the fishing rod when the
patrolling samurai is near the flaming torch. There is a ,
, , , and in the sand garden
area. Go back and exit the section.
[S-Rank Tip] Use the key to unlock the door and the fishing rod to dispatch
the patrolling samurai when he nears the flaming torch (it will take several
seconds for him to come into sight). Dispatch the next 3 guards the same as
the walkthrough and pick up the gold key to run to the exit.
Section 6
---------
To your left is a patrolling guard. Walk along the shadows and hide behind the
pillar. When he turnsand walks away from you, go behind him and dispatch him.
Move the large box to the opposite pillar and jump on it to hang onto the
ledge of the upper-level. Wait until the patrolling guard nears to perform a
hissatsu. Climb up and go to your left. Running jump over the gap. Wait until
a patrolling guard ahead of you turns and starts back to your left, then
running jump over the gap and go behind the patrolling guard to hissatsu him.
[Note: If you are not quick enough, your hissatsu might send him over the
edge where the broken fence of the upper-level is. Use the shaking nunchuk
hissatsu or a running hissatsu to keep him from falling] You can walk to the
edge of where the broken fence is to hissatsu the bandit ringleader and end
the level.
To the right of the large statue on the upper-level is a . Jump
down from there and go forward for . Walk back towards the pillar
and hissatsu the standing guard with his back to you. Walk along the left-side
to hissatsu another guard with his back facing you. Go back to the box and get
on the upper-level to finish the bandit ringleader. There is a on
the left side of the large statue on the lower level but you cannot kill that
guard without the bandit ringleader noticing.
[S-Rank Tip] Do the same as the walkthrough except run and do not bother
picking items up. A running hissatsu will not cause the guard on the upper-
level to fall off.
[T2C] Level 03: Take Daimyo Tado's Life
*******************************************************************************
You can bring 2 ghostmakers for an extra part in section 2.
Section Progress Time Total Enemies
------- ------------- -------------
1 2:40 6
2 5:20 11
3 8:00 16
4 10:40 21
5 13:20 27
6 16:00 32
Section 1
---------
Start walking forward. You will see a patrolling guard walk from the right to
the left side ahead of you with his back turned. You have enough time if you
keep walking to hide in the jar for when he turns around to perform a hidden
jar hissatsu. If you are taking your time, you can hide under a small wooden
walkway on your right or in the shadows until the patrolling guard comes near
to dispatch him. Turn right; there is a patrolling guard on the other side of
a shallow pit. Wait until he turns and walks away from you to go forward, jump
up and hide in cabinet doors to wait for him to come close and dispatch him.
There is behind the flaming torch. To the right of the torch are 2
small boxes that you can move to reveal a tunnel. Go through the tunnel to a
room with *Map Piece #5* and a . Go back through the tunnel and
walk forward (hide in the jar to your right or stay in the tunnel if a
patrolling guard is approaching. Walk forward to get in another jar and
hissatsu a patrolling guard. Emerge when the 2nd patrolling guard is not
looking, and go under the wooden walkway. Make your way to the end of the
walkway and hissatsu the patrolling guard when he turns away from you. Walk
along the 2nd guard's path and there will be a 3rd patrolling guard on the
path to your right. Wait until he turns away from you and kill him from
behind. You can get . There is a patrolling guard on the upper-level
above you. Use a rock to dispatch him. Exit through the gate.
[S-Rank Tip] Bring one rock with you into the level. Immediately run forward
to dispatch the 1st guard. Back up and use the rock to dispatch a patrolling
guard on the upper level. Turn and run behind the patrolling guard to take him
out. Turn left and run to hide in the jar. The rest should be simple.
Section 2
---------
Walk forward and jump on the wooden crate. Jump over the fence and hide in the
narrow slit on your left before the flaming torch. Watch for the patrolling
guard; when he turns away from you, exit the slit, jump on the next wooden
crate and over the fence. Hide in the cabinet doors to your left and wait for
the patrolling guard to come back to hissatsu him. There will be a 2nd
patrolling guard to your left. Make sure he is walking away from you, exit the
cabinet doors and walk behind him on his left side (at one point, he pauses
and looks to his right). You can follow the 2nd guard and perform a double-
hissatsu when you are near the patrolling guard and a standing guard (or you
can dispatch the patrolling guard quickly and use the wooden walkway to
dispatch the standing guard). Exit through the doors.
[Aside]: If you brought 2 ghostmakers, there is a breakable wall near where
you start. From where the cabinet doors are, throw a ghostmaker to break the
wall. Do not go near it yet as a riled up samurai will be patrolling the area
near the broken wall. When he is calmed down, enter the hole in the wall and
you can get a . Follow the path and carefully position yourself
so that you can see him through the doorway but he cannot see you. Throw your
second ghostmaker to dispatch him. There is a ninja on a shelf to the left of
the entrance. Enter the door close to the shelf (left side) and go to your
right. Use a rock to dispatch him. Pick up . You can use a
fishing rod to get if the ninja drops it.
[S-Rank Tip] Immediately go forward and jump over the fences by jumping from
wooden crate to wooden crate. When you are on the final one, if you were fast
enough, the patrolling guard should be stopped and ready to start walking away
from you. Once he does, dispatch him. You should be quick enough to run around
the corner and double-hissatsu the 2 patrolling guards (one might start to
notice you, but, alas, too late). If you are not quick enough, just wall-hug
corner-look the edge to dispatch the 2nd guard and use the wooden walkway to
dispatch the final guard.
Section 3
---------
Walk forward and dispatch the sleeping guard. Keep walking and there is
. Ahead and to your left across two small pits is a patrolling
guard. Use a rock to dispatch him when he is near the pit. There are two
separate ways you can go from here.
[Way 1]: Jump on the wooden beams and shimmy to the middle ground between the